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Post by ghaleonmagicemp on Jan 4, 2014 4:23:52 GMT -5
Director from the ghaleon group here again. One of my players (the thinker) thinks that based on the cost of the battery packs and the reload rate makes the gun way too expensive without technomancy. I was also informed that the reload die is different from the long range table (listed as a d8) from the example of the reload enhancement listed on page 116 (listed as a d6). On an unrelated note I think more blunt weapons would be a boon to the game as well as the street fighter asset. Something like a mace or similar bludgeon. Perhaps a two handed one besides the bat. War-hammers are always cool, collapsible club, or anything else. Yet another suggestion I have is brass knuckles. Just something that does STR+1d4 or something. Another cool weapon idea is a punching dagger or claw based weapon that would also use fisticuffs. This would help keep the fisticuffs skill valid beyond the street fighter asset. To balance these weapons give them their own skill levels. I'm also not sure on what to do with weapon rounds beyond a single purchase with the rules as written on reload rule. The only reason I ask is pistol ammo comes in spades while all the other ammo comes in much shorter supply. I know it's selfish but I would like to see more miscellaneous items listed such as suitcases which can have hidden compartments (or even built in weapons like a proper mariachi), zipline grapnels, gloves that aid in skill rolls (hacking is an obvious example but others should be easy to think up) as well as gear that fools biometrics (perhaps that is more of an augment), and other fun things we can pitch here. Accuracy would be a sweet upgrade for weapons and a decrease in magic and def mod penalties would be badass as well.
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Post by greymarch on Jan 4, 2014 11:13:40 GMT -5
Director from the ghaleon group here again. One of my players (the thinker) thinks that based on the cost of the battery packs and the reload rate makes the gun way too expensive without technomancy. I was also informed that the reload die is different from the long range table (listed as a d8) from the example of the reload enhancement listed on page 116 (listed as a d6). On an unrelated note I think more blunt weapons would be a boon to the game as well as the street fighter asset. Something like a mace or similar bludgeon. Perhaps a two handed one besides the bat. War-hammers are always cool, collapsible club, or anything else. Yet another suggestion I have is brass knuckles. Just something that does STR+1d4 or something. Another cool weapon idea is a punching dagger or claw based weapon that would also use fisticuffs. This would help keep the fisticuffs skill valid beyond the street fighter asset. To balance these weapons give them their own skill levels. I'm also not sure on what to do with weapon rounds beyond a single purchase with the rules as written on reload rule. The only reason I ask is pistol ammo comes in spades while all the other ammo comes in much shorter supply. I know it's selfish but I would like to see more miscellaneous items listed such as suitcases which can have hidden compartments (or even built in weapons like a proper mariachi), zipline grapnels, gloves that aid in skill rolls (hacking is an obvious example but others should be easy to think up) as well as gear that fools biometrics (perhaps that is more of an augment), and other fun things we can pitch here. Accuracy would be a sweet upgrade for weapons and a decrease in magic and def mod penalties would be badass as well. I agree that a lot more weapon and gear options would be nice to see. But I suppose that's something a "gear guide" could always accomplish in the future
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Post by ghaleonmagicemp on Jan 4, 2014 14:57:04 GMT -5
Director from the ghaleon group here again. One of my players (the thinker) thinks that based on the cost of the battery packs and the reload rate makes the gun way too expensive without technomancy. I was also informed that the reload die is different from the long range table (listed as a d8) from the example of the reload enhancement listed on page 116 (listed as a d6). On an unrelated note I think more blunt weapons would be a boon to the game as well as the street fighter asset. Something like a mace or similar bludgeon. Perhaps a two handed one besides the bat. War-hammers are always cool, collapsible club, or anything else. Yet another suggestion I have is brass knuckles. Just something that does STR+1d4 or something. Another cool weapon idea is a punching dagger or claw based weapon that would also use fisticuffs. This would help keep the fisticuffs skill valid beyond the street fighter asset. To balance these weapons give them their own skill levels. I'm also not sure on what to do with weapon rounds beyond a single purchase with the rules as written on reload rule. The only reason I ask is pistol ammo comes in spades while all the other ammo comes in much shorter supply. I know it's selfish but I would like to see more miscellaneous items listed such as suitcases which can have hidden compartments (or even built in weapons like a proper mariachi), zipline grapnels, gloves that aid in skill rolls (hacking is an obvious example but others should be easy to think up) as well as gear that fools biometrics (perhaps that is more of an augment), and other fun things we can pitch here. Accuracy would be a sweet upgrade for weapons and a decrease in magic and def mod penalties would be badass as well. I agree that a lot more weapon and gear options would be nice to see. But I suppose that's something a "gear guide" could always accomplish in the future That! I want to go to that! Take my money and make that a thing!
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Post by Mark Plemmons on Jan 9, 2014 8:50:25 GMT -5
Director from the ghaleon group here again. One of my players (the thinker) thinks that based on the cost of the battery packs and the reload rate makes the gun way too expensive without technomancy; How often is he/she swapping out battery packs? A battery pack will last until the weapon overheats, and that doesn't happen unless a Firearms attack with that weapon rolls doubles on the Flux Dice AND he/she then rolls a '1' on a d8 reload die. Is that not clear? I was also informed that the reload die is different from the long range table (listed as a d8) from the example of the reload enhancement listed on page 116 (listed as a d6). Thanks - I'll fix that. It should be a d8 in both locations.
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Post by Mark Plemmons on Jan 9, 2014 8:53:58 GMT -5
I agree that a lot more weapon and gear options would be nice to see. But I suppose that's something a "gear guide" could always accomplish in the future That! I want to go to that! Take my money and make that a thing! It's definitely on my 'to-do' list!
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